Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//===========================================================================//
#include "BaseVSShader.h"
#define USE_NEW_SHADER //Updating assembly shaders to fxc, this is for A/B testing.
#ifdef USE_NEW_SHADER
#include "unlitgeneric_vs20.inc"
#include "unlitgeneric_ps20.inc"
#include "unlitgeneric_ps20b.inc"
#endif
#include "unlitgeneric_vs11.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
BEGIN_VS_SHADER_FLAGS( DebugNormalMap, "Help for DebugNormalMap", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS
SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/WorldDiffuseBumpMap_bump", "bump map" )
SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" )
SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" )
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
}
SHADER_INIT
{
}
SHADER_FALLBACK
{
if( g_pHardwareConfig->GetDXSupportLevel() < 80 )
{
// Assert( 0 );
return "Wireframe";
}
return 0;
}
SHADER_DRAW
{
SHADOW_STATE
{
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
// Set stream format (note that this shader supports compression)
unsigned int flags = VERTEX_POSITION | VERTEX_FORMAT_COMPRESSED;
int nTexCoordCount = 1;
int userDataSize = 0;
pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
#ifdef USE_NEW_SHADER
if( g_pHardwareConfig->GetDXSupportLevel() >= 90 )
{
DECLARE_STATIC_VERTEX_SHADER( unlitgeneric_vs20 );
SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, 0 );
SET_STATIC_VERTEX_SHADER( unlitgeneric_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( unlitgeneric_ps20b );
SET_STATIC_PIXEL_SHADER( unlitgeneric_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( unlitgeneric_ps20 );
SET_STATIC_PIXEL_SHADER( unlitgeneric_ps20 );
}
}
else
#endif
{
unlitgeneric_vs11_Static_Index vshIndex;
vshIndex.SetDETAIL( false );
vshIndex.SetENVMAP( false );
vshIndex.SetENVMAPCAMERASPACE( false );
vshIndex.SetENVMAPSPHERE( false );
vshIndex.SetVERTEXCOLOR( false );
vshIndex.SetSEPARATEDETAILUVS( false );
pShaderShadow->SetVertexShader( "unlitgeneric_vs11", vshIndex.GetIndex() );
pShaderShadow->SetPixelShader( "unlitgeneric" );
}
}
DYNAMIC_STATE
{
if ( params[BUMPMAP]->IsTexture() )
{
BindTexture( SHADER_SAMPLER0, BUMPMAP, BUMPFRAME );
}
else
{
pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_NORMALMAP_FLAT );
}
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BUMPTRANSFORM );
#ifdef USE_NEW_SHADER
if( g_pHardwareConfig->GetDXSupportLevel() >= 90 )
{
float vVertexColor[4] = { 0, 0, 0, 0 };
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, vVertexColor, 1 );
DECLARE_DYNAMIC_VERTEX_SHADER( unlitgeneric_vs20 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
SET_DYNAMIC_VERTEX_SHADER( unlitgeneric_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( unlitgeneric_ps20b );
SET_DYNAMIC_PIXEL_SHADER( unlitgeneric_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( unlitgeneric_ps20 );
SET_DYNAMIC_PIXEL_SHADER( unlitgeneric_ps20 );
}
}
else
#endif
{
unlitgeneric_vs11_Dynamic_Index vshIndex;
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 );
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
}
}
Draw();
}
END_SHADER